Mastering Kiting in Tower Rush

Comentários · 160 Visualizações

It will walk away while being chased. Some units 'see' further than others.

In the higher echelons of competitive play, matches are rarely decided by raw card levels or simple deck synergy.


Kiting refers to deploying a unit specifically to draw the attention (aggro) of enemy troops and lead them away from your towers.


The Center Pull


By placing a cheap distraction precisely in the center, you force the enemy to walk towards it, taking fire from both of your towers simultaneously.


If you place your distraction too early, the enemy will ignore it and continue marching straight toward the lane tower.


  • It will walk away while being chased.
  • Some units 'see' further than others.
  • Create a deadly kill zone.

Lane Swapping and Reverse Kiting


You achieve this by placing a unit like an Ice Golem in the center, waiting for the enemy to follow, and then letting the Ice Golem walk into the opposite lane.


This technique can completely neutralize a ten-elixir push using only two elixir, creating the most massive positive trade possible in the game.


Unit Control MethodHow to Do It
Dividing the SwarmPlace multiple units exactly in the center so half walk left and half walk right
Box DefenseThe units must spawn in a perfect circle around the threat to trap it

Mind Games


Beyond the mathematical resource advantage, perfect kiting inflicts massive psychological damage on the opponent.


You dictate exactly where the enemy moves, effectively taking control of their army away from them.



If you beloved this article and also you would like to obtain more info relating to tower rush kindly visit our website.
Comentários